New RTS mixing C&C and SupCom gameplay but in the Unreal Engine is Hyperwar | New update in 2025
This is Hyperwar, a base building RTS in development which is shaping up to be a fantastic blend of Command and Conquer, Supreme Commander and even a bit of Earth 2140. In this exclusive gameplay update we dive into the content and features that have been added or improved recently by its solo indie developer including tech research tree, shields, metal farms, Pod Gun, formations, lights and much more!
💥 Pod Gun in Hyperwar: • Modern RTS in Unreal Engine with base buil...
✅ Air units in Hyperwar: • 💥 Hyperwar - RTS with base building in the ...
🛒 Steam store link: https://store.steampowered.com/app/3284220/Hyperwar/
🔹 Quhark’s skechfab profile: https://sketchfab.com/Quhark
Chapters
0:00 Hyperwar’s new update in 2025
0:43 Shields and energy
1:40 Nights and Lights
2:25 Pod Gun?
3:27 Unique features
3:45 Surprise!
4:28 Radar and more!
4:47 Formations
5:13 Cinematic camera
5:44 Snap points for building
6:07 Tech Research tree
7:10 Metal farm?
7:45 Moving the base
8:14 Backing and investors?
8:33 Ammo and Fuel
9:00 UI and options
👓 Game Previews: • PC Game Previews with gameplay and features
🟣Perafilozof Discord : https://discord.gg/GHtmNcQCY2
And in true Supreme Commander fashion let's take a look at some of the updates regarding shields in Hyperwar. First thing you will notice when the build menu is called up is that shields don’t come with a dedicated building or unit but are simply placed over a building or turret and that’s it. Naturally they require a constant energy supply and are an expense against your energy production. The reason this clip is recorded at night is to showcase more clearly the new visual effect of a shield coming online on a turret for example.
Another addition is a similar effect which is produced when a shield comes under fire. The dark purple markers show us enemy units as they attack this base and exchange shots with the turrets which are covered in these energy shields. It takes more than a couple of shots to bring one such shield down. This clip is fantastic in another way, because it shows you the kind of atmosphere and fantastic visuals and sounds this indie developer is focusing on while working in the Unreal Engine no less.
The night time in this game is properly dark, with only lights fixed to units or buildings making the map light up. No fake ambient lighting to just shade the sun as it is done in many similar games. All this light does cost your base a lot of energy, which can be saved on by turning off the lights and even turning off all the shields across the base by a simple toggle in the menu.
One feature that is completely unique to Hyperwar, and which I talked a lot about in my previous update on the game, linked up here and in the description below, is the massive artillery like emplacement called the Pod Gun. So besides its ammo, repair and mine pods which it shoots across the battlefield to rearm and repair units or mine the map, it has pods with an auto recycling funcion. Because besides energy another resource in Hyperwar is metal. And metal stays behind in wrecks of units. A feature that will be very familiar to many of you who like me play Beyond All Reason regularly.
#RTS#Hyperwar#gameplay